mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 20:15:17 +00:00
527 lines
16 KiB
Lua
527 lines
16 KiB
Lua
-- name: Arena
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-- description: A arena-shooter inspired game mode with custom weapons and levels.\nSeven gamemodes in one, three custom stages, five weapons.
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-- incompatible: gamemode arena
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GAME_STATE_ACTIVE = 1
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GAME_STATE_INACTIVE = 2
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GAME_MODE_DM = 1
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GAME_MODE_TDM = 2
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GAME_MODE_CTF = 3
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GAME_MODE_FT = 4
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GAME_MODE_TFT = 5
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GAME_MODE_KOTH = 6
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GAME_MODE_TKOTH = 7
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gGameModes = {
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[GAME_MODE_DM] = { shortName = 'DM', name = 'Deathmatch', teams = false, teamSpawns = false, useScore = false, scoreCap = 10, minPlayers = 0, maxPlayers = 99 },
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[GAME_MODE_TDM] = { shortName = 'TDM', name = 'Team Deathmatch', teams = true, teamSpawns = false, useScore = false, scoreCap = 20, minPlayers = 4, maxPlayers = 99 },
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[GAME_MODE_CTF] = { shortName = 'CTF', name = 'Capture the Flag', teams = true, teamSpawns = true, useScore = false, scoreCap = 3, minPlayers = 4, maxPlayers = 99 },
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[GAME_MODE_FT] = { shortName = 'FT', name = 'Flag Tag', teams = false, teamSpawns = false, useScore = true, scoreCap = 60, minPlayers = 0, maxPlayers = 99 },
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[GAME_MODE_TFT] = { shortName = 'TFT', name = 'Team Flag Tag', teams = true, teamSpawns = false, useScore = true, scoreCap = 120, minPlayers = 4, maxPlayers = 99 },
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[GAME_MODE_KOTH] = { shortName = 'KOTH', name = 'King of the Hill', teams = false, teamSpawns = false, useScore = true, scoreCap = 45, minPlayers = 0, maxPlayers = 6 },
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[GAME_MODE_TKOTH] = { shortName = 'TKOTH', name = 'Team King of the Hill', teams = true, teamSpawns = false, useScore = true, scoreCap = 90, minPlayers = 4, maxPlayers = 99 },
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}
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LEVEL_ARENA_ORIGIN = level_register('level_arena_origin_entry', COURSE_NONE, 'Origin', 'origin', 28000, 0x28, 0x28, 0x28)
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LEVEL_ARENA_SKY_BEACH = level_register('level_arena_sky_beach_entry', COURSE_NONE, 'Sky Beach', 'beach', 28000, 0x28, 0x28, 0x28)
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LEVEL_ARENA_PILLARS = level_register('level_arena_pillars_entry', COURSE_NONE, 'Pillars', 'pillars', 28000, 0x28, 0x28, 0x28)
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LEVEL_ARENA_FORTS = level_register('level_arena_forts_entry', COURSE_NONE, 'Forts', 'forts', 28000, 0x28, 0x28, 0x28)
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LEVEL_ARENA_CITADEL = level_register('level_arena_citadel_entry', COURSE_NONE, 'Citadel', 'citadel', 28000, 0x28, 0x28, 0x28)
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LEVEL_ARENA_SPIRE = level_register('level_arena_spire_entry', COURSE_NONE, 'Spire', 'spire', 28000, 0x28, 0x28, 0x28)
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local gGameLevels = {
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{ level = LEVEL_ARENA_ORIGIN, name = 'Origin' },
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{ level = LEVEL_ARENA_SKY_BEACH, name = 'Sky Beach' },
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{ level = LEVEL_ARENA_PILLARS, name = 'Pillars' },
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{ level = LEVEL_ARENA_FORTS, name = 'Forts' },
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{ level = LEVEL_ARENA_CITADEL, name = 'Citadel' },
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{ level = LEVEL_ARENA_SPIRE, name = 'Spire' },
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}
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-- expose certain functions to other mods
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_G.Arena = {
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add_level = function (levelNum, levelName)
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table.insert(gGameLevels, { level = levelNum, name = levelName })
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update_chat_command_description('arena-level', string.format('[%s] sets level', get_level_choices()))
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end
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}
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-- setup global sync table
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gGlobalSyncTable.gameState = GAME_STATE_ACTIVE
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gGlobalSyncTable.gameMode = GAME_MODE_DM
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gGlobalSyncTable.currentLevel = gGameLevels[math.random(#gGameLevels)].level
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gGlobalSyncTable.roundsPerShuffle = 3
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gGlobalSyncTable.capTeam1 = 0
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gGlobalSyncTable.capTeam2 = 0
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gGlobalSyncTable.kothPoint = -1
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gGlobalSyncTable.message = ' '
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sWaitTimerMax = 15 * 30 -- 15 seconds
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sWaitTimer = 0
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sRoundCount = 0
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sRandomizeMode = true
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-- force pvp and knockback
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gServerSettings.playerInteractions = PLAYER_INTERACTIONS_PVP
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gServerSettings.playerKnockbackStrength = 20
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-- use fixed collisions
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gLevelValues.fixCollisionBugs = 1
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function calculate_rankings()
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local rankings = {}
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for i = 0, (MAX_PLAYERS - 1) do
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local s = gPlayerSyncTable[i]
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local np = gNetworkPlayers[i]
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local m = gMarioStates[i]
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if active_player(m) then
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local score = 0
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if gGameModes[gGlobalSyncTable.gameMode].useScore then
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score = s.score * 1000 + (1 - (np.globalIndex / MAX_PLAYERS))
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else
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score = s.kills * 1000 - s.deaths + (1 - (np.globalIndex / MAX_PLAYERS))
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end
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table.insert(rankings, { score = score, m = m })
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end
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end
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table.sort(rankings, function (v1, v2) return v1.score > v2.score end)
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for i in pairs(rankings) do
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local m = rankings[i].m
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local s = gPlayerSyncTable[m.playerIndex]
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s.rank = i
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end
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end
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function calculate_team_rank(teamNum)
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if teamNum < 1 or teamNum > 2 then
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return 0
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end
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local red = calculate_team_score(1)
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local blue = calculate_team_score(2)
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if teamNum == 1 then
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if red >= blue then
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return 1
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else
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return 2
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end
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else
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if blue >= red then
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return 1
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else
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return 2
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end
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end
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end
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function calculate_team_score(teamNum)
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if gGlobalSyncTable.gameMode == GAME_MODE_CTF then
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if teamNum == 1 then
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return gGlobalSyncTable.capTeam1
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elseif teamNum == 2 then
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return gGlobalSyncTable.capTeam2
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else
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return 0
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end
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end
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local score = 0
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for i = 0, (MAX_PLAYERS - 1) do
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local s = gPlayerSyncTable[i]
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local np = gNetworkPlayers[i]
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if np.connected and s.team == teamNum then
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if gGameModes[gGlobalSyncTable.gameMode].useScore then
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score = score + s.score
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else
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score = score + s.kills
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end
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end
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end
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return score
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end
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function pick_team_on_join(m)
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-- no teams
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if not gGameModes[gGlobalSyncTable.gameMode].teams then
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return 0
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end
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-- count teams
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local teamCount = {}
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for i = 0, (MAX_PLAYERS - 1) do
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local inp = gNetworkPlayers[i]
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local is = gPlayerSyncTable[i]
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if inp.connected and i ~= m.playerIndex then
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if teamCount[is.team] == nil then
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teamCount[is.team] = 0
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end
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teamCount[is.team] = teamCount[is.team] + 1
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end
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end
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-- sanitize counts
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local redCount = teamCount[1]
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if redCount == nil then redCount = 0 end
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local blueCount = teamCount[2]
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if blueCount == nil then blueCount = 0 end
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-- pick team
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if redCount == blueCount then
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return math.random(1,2)
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elseif redCount < blueCount then
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return 1
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else
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return 2
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end
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end
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function shuffle_teams()
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local t = {}
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local count = 0
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-- create table of players
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for i = 0, (MAX_PLAYERS-1) do
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local m = gMarioStates[i]
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local s = gPlayerSyncTable[i]
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if active_player(m) then
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table.insert(t, s)
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count = count + 1
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end
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end
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-- shuffle
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for i = #t, 2, -1 do
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local j = math.random(i)
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t[i], t[j] = t[j], t[i]
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end
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-- assign teams
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local team1Count = 0
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local team2Count = 0
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local oddS = nil
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for i, s in ipairs(t) do
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if (i - 1) < count / 2 then
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s.team = 1
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team1Count = team1Count + 1
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oddS = s
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else
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s.team = 2
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team2Count = team2Count + 1
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end
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end
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-- shuffle odd player
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if team1Count > team2Count then
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oddS.team = math.random(1, 2)
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end
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end
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function round_begin()
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gGlobalSyncTable.message = ' '
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gGlobalSyncTable.gameState = GAME_STATE_ACTIVE
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gGlobalSyncTable.capTeam1 = 0
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gGlobalSyncTable.capTeam2 = 0
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gGlobalSyncTable.kothPoint = -1
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bhv_arena_flag_reset()
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local roundShuffle = false
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sRoundCount = sRoundCount + 1
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if sRoundCount >= gGlobalSyncTable.roundsPerShuffle then
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sRoundCount = 0
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roundShuffle = true
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end
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local playerCount = network_player_connected_count()
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if roundShuffle and sRandomizeMode then
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local gamemodes = {}
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for i, gm in ipairs(gGameModes) do
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if playerCount >= gm.minPlayers and playerCount <= gm.maxPlayers then
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table.insert(gamemodes, i)
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end
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end
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gGlobalSyncTable.gameMode = gamemodes[math.random(#gamemodes)]
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end
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if roundShuffle then
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local curLevel = nil
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for i, gl in ipairs(gGameLevels) do
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if gGlobalSyncTable.currentLevel == gl.level then
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curLevel = i
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end
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end
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if curLevel ~= nil then
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if curLevel >= #gGameLevels then
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curLevel = 1
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else
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curLevel = curLevel + 1
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end
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gGlobalSyncTable.currentLevel = gGameLevels[curLevel].level
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else
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gGlobalSyncTable.currentLevel = gGameLevels[math.random(#gGameLevels)].level
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end
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end
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for i = 0, (MAX_PLAYERS - 1) do
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player_reset_sync_table(gMarioStates[i])
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if not gGameModes[gGlobalSyncTable.gameMode].teams then
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local s = gPlayerSyncTable[i]
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s.team = 0
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end
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end
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if gGameModes[gGlobalSyncTable.gameMode].teams then
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shuffle_teams()
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end
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send_arena_respawn()
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end
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function round_end()
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calculate_rankings()
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gGlobalSyncTable.gameState = GAME_STATE_INACTIVE
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sWaitTimer = sWaitTimerMax
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if gGlobalSyncTable.gameMode == GAME_MODE_DM or gGlobalSyncTable.gameMode == GAME_MODE_FT or gGlobalSyncTable.gameMode == GAME_MODE_KOTH then
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lowestRank = 999
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winner = nil
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for i = 0, (MAX_PLAYERS - 1) do
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local m = gMarioStates[i]
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local s = gPlayerSyncTable[i]
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local np = gNetworkPlayers[i]
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if np.connected and s.rank > 0 and s.rank < lowestRank then
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lowestRank = s.rank
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winner = m
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end
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end
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if winner ~= nil then
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local winnerNp = gNetworkPlayers[winner.playerIndex]
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gGlobalSyncTable.message = strip_colors(winnerNp.name) .. ' Wins!'
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else
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gGlobalSyncTable.message = 'Round Ended'
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end
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elseif gGlobalSyncTable.gameMode == GAME_MODE_TDM or gGlobalSyncTable.gameMode == GAME_MODE_CTF or gGlobalSyncTable.gameMode == GAME_MODE_TFT or gGlobalSyncTable.gameMode == GAME_MODE_TKOTH then
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local redScore = calculate_team_score(1)
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local blueScore = calculate_team_score(2)
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if redScore > blueScore then
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gGlobalSyncTable.message = 'Red Team Wins!'
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elseif blueScore > redScore then
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gGlobalSyncTable.message = 'Blue Team Wins!'
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else
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gGlobalSyncTable.message = 'Round Ended'
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end
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else
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gGlobalSyncTable.message = 'Round Ended'
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end
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end
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function on_arena_player_death(victimGlobalId, attackerGlobalId)
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local npVictim = network_player_from_global_index(victimGlobalId)
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local npAttacker = network_player_from_global_index(attackerGlobalId)
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if npVictim == nil then
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return
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end
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if network_is_server() then
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bhv_arena_flag_check_death(npVictim)
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end
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local sVictim = gPlayerSyncTable[npVictim.localIndex]
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local sAttacker = nil
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if npAttacker ~= nil then sAttacker = gPlayerSyncTable[npAttacker.localIndex] end
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local normalColor = '\\#dcdcdc\\'
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if npAttacker == nil or npVictim == npAttacker then
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-- create popup
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local victimColor = network_get_player_text_color_string(npVictim.localIndex)
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djui_popup_create(victimColor .. npVictim.name .. normalColor .. " died!", 2)
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-- adjust deaths/kills
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if network_is_server() and gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
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sVictim.deaths = sVictim.deaths + 1
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if sVictim.kills > 0 then
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sVictim.kills = sVictim.kills - 1
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end
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end
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else
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-- create popup
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local victimColor = network_get_player_text_color_string(npVictim.localIndex)
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local attackerColor = network_get_player_text_color_string(npAttacker.localIndex)
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djui_popup_create(attackerColor .. npAttacker.name .. normalColor .. " killed " .. victimColor .. npVictim.name .. normalColor .. "!", 2)
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-- adjust deaths/kills
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if network_is_server() and gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
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sVictim.deaths = sVictim.deaths + 1
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sAttacker.kills = sAttacker.kills + 1
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end
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end
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if network_is_server() and gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
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if gGlobalSyncTable.gameMode == GAME_MODE_DM then
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if sAttacker ~= nil and sAttacker.kills >= gGameModes[gGlobalSyncTable.gameMode].scoreCap then
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round_end()
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end
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elseif gGlobalSyncTable.gameMode == GAME_MODE_TDM then
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if sAttacker.team ~= 0 then
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local teamScore = calculate_team_score(sAttacker.team)
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if teamScore >= gGameModes[gGlobalSyncTable.gameMode].scoreCap then
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round_end()
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end
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end
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end
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end
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end
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function end_round_if_team_empty()
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if not sRandomizeMode then
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return
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end
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local redCount = 0
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local blueCount = 0
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for i = 0, (MAX_PLAYERS - 1) do
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local s = gPlayerSyncTable[i]
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local np = gNetworkPlayers[i]
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if np.connected then
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if s.team == 1 then
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redCount = redCount + 1
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elseif s.team == 2 then
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blueCount = blueCount + 1
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end
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end
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end
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if redCount == 0 or blueCount == 0 then
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round_end()
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end
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end
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---
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function level_check()
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local np = gNetworkPlayers[0]
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if np.currLevelNum ~= gGlobalSyncTable.currentLevel or np.currActNum ~= 1 or np.currAreaIndex ~= 1 then
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warp_to_level(gGlobalSyncTable.currentLevel, 1, 1)
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return false
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end
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return true
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end
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function on_sync_valid()
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if level_check() then
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player_respawn(gMarioStates[0])
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end
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end
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function on_pause_exit(exitToCastle)
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return false
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end
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function on_server_update()
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if gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
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calculate_rankings()
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if gGameModes[gGlobalSyncTable.gameMode].teams then
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end_round_if_team_empty()
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end
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elseif gGlobalSyncTable.gameState == GAME_STATE_INACTIVE then
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sWaitTimer = sWaitTimer - 1
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if sWaitTimer <= 0 then
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sWaitTimer = 0
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round_begin()
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end
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end
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end
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function on_update()
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if network_is_server() then
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on_server_update()
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end
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local np = gNetworkPlayers[0]
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if np.currAreaSyncValid then
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level_check()
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end
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end
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function on_gamemode_command(msg)
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local setMode = nil
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for i, gm in ipairs(gGameModes) do
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if msg == gm.shortName then
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setMode = i
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end
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end
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if msg == 'random' then
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djui_chat_message_create('Setting to random gamemode.')
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sRandomizeMode = true
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round_end()
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sWaitTimer = 1
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sRoundCount = 0
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return true
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end
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if setMode ~= nil then
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djui_chat_message_create('Setting game mode.')
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gGlobalSyncTable.gameMode = setMode
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sRandomizeMode = false
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round_end()
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sWaitTimer = 1
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sRoundCount = 0
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return true
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end
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return false
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end
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function on_level_command(msg)
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local setLevel = nil
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for i, gl in ipairs(gGameLevels) do
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if msg == gl.name then
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setLevel = i
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end
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end
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if setLevel ~= nil then
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gGlobalSyncTable.currentLevel = gGameLevels[setLevel].level
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round_end()
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sWaitTimer = 1
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sRoundCount = 0
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return true
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end
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return false
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end
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hook_event(HOOK_ON_SYNC_VALID, on_sync_valid)
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hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit)
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hook_event(HOOK_UPDATE, on_update)
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sGameModeShortTimes = ''
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for i, gm in ipairs(gGameModes) do
|
|
if string.len(sGameModeShortTimes) > 0 then
|
|
sGameModeShortTimes = sGameModeShortTimes .. '|'
|
|
end
|
|
sGameModeShortTimes = sGameModeShortTimes .. gm.shortName
|
|
end
|
|
|
|
function get_level_choices()
|
|
local levelChoices = ''
|
|
for i, gl in ipairs(gGameLevels) do
|
|
if string.len(levelChoices) > 0 then
|
|
levelChoices = levelChoices .. '|'
|
|
end
|
|
levelChoices = levelChoices .. gl.name
|
|
end
|
|
return levelChoices
|
|
end
|
|
|
|
if network_is_server() then
|
|
hook_chat_command('arena-gamemode', string.format("[%s|random] sets gamemode", sGameModeShortTimes), on_gamemode_command)
|
|
hook_chat_command('arena-level', string.format('[%s] sets level', get_level_choices()), on_level_command)
|
|
end
|